Pass 3 named the 10 data regions in prg.s, then the project was promoted
out of _wip/ so `make` now proves header + PRG + CHR against the original
ROM instead of only the PRG bank.
Data regions named:
LevelPtrTable $C000-$C03B (60 B) level header data
ObjectPtrTable $C03C-$C043 (8 B) 4 pointer pairs
LevelDataPtrTable $C044-$C79D (1882 B) level data pointers
SpriteInitPtrTable labelled at $C4B0 see residue note
UnreachedCode_D650 $D650-$D696 (71 B) unreached code
UnreachedCode_E144 $E144-$E165 (34 B) unreached code
MusicDataTable $F55B-$FA47 (1261 B) music/sound data
APUDataTable $FAE6-$FB74 (143 B) APU pulse/noise tables
SfxDataTable $FE59-$FFEF (407 B) sound-effect data
VectorTable $FFF6-$FFFF (10 B) padding + NMI/RESET/IRQ
Promotion (per the AGENTS.md checklist):
- git mv "_wip/Donkey Kong (JU)" "Donkey Kong (JU)"
- add copilot/rom.nes -> ../Donkey Kong (JU).nes symlink
- add header.s / chr.s (one-line .incbin of header.bin / chr.bin)
- linker.cfg gains HEADER ($0000/16 B) and CHR ($0000/8 KB)
- Makefile switched from `cmp reconstructed_prg.bin prg.bin` to
`cmp reconstructed.nes rom.nes`
- no _tools path change (this Makefile never referenced _tools/)
and no `make regen` pipeline exists for it
Doc corrections:
- project OVERVIEW.md said Mirroring Vertical; header byte 6 = $00
means Horizontal (the root index was right) — fixed
- root OVERVIEW.md: row 18 now BYTE-IDENTICAL, tier paragraph and
summary table refreshed (they had drifted around the Lunar Pool and
Urban Champion promotions), new per-project detail entry
- counts corrected to 19 top-level / 17 _wip in OVERVIEW.md,
TODO.md and AGENTS.md
Residue recorded rather than guessed:
- Pass 2 is partial: 919 Label_ definitions remain (214 semantic
labels applied); noted in TODO.md so nobody reads the promotion as
full semantic naming
- SpriteInitPtrTable's label sits at $C4B0: the routine at $C807 reads
$C4A7,x/$C4A8,x, but that table starts mid-row and a label there
would split the canonical 16-byte audit-comment line
Verification:
make clean && make -> "Byte-identical ROM verified."
verify_pass1.py -> 19/19 top-level build, Donkey Kong (JU) OK
(6014 instr / 12505 B), all comments canonical
Doc-drift sweep: build tiers, mirroring, and stale status tails
Reconciled the docs against verified reality after the Lunar Pool / Urban
Champion / Donkey Kong (JU) promotions and the 2026-10-19 audit-comment
standardization. No source behaviour changed except the two build fixes below.
Build tier (whole-ROM vs PRG-only)
- AGENTS.md: the 17 `_wip/` projects are real disassemblies at the PRG-build
tier, not "skeletons"; header.s/chr.s/rom.nes are promotion additions;
verify_pass1.py covers the top-level projects.
- Root OVERVIEW.md: `_wip` prose, audit-comment narrative and summary table
refreshed (37.5% figure, SEEDED vs OK wording, re-trace false alarm).
- Promoted projects whose build blocks still claimed `make` emits
`reconstructed_prg.bin` compared to `prg.bin` (Balloon Fight, Baseball,
CIRCUS, Clu Clu Land, Excitebike, NES PowerPad, Pac-Man (USA), Tennis):
now describe the whole-ROM `reconstructed.nes` vs `rom.nes`.
- Lunar Pool / Urban Champion / CIRCUS also had stale `cd "_wip/..."`
build paths and "Promotion" items; retargeted to their top-level folders.
Mirroring (header byte 6 bit 0: 0 = Horizontal, 1 = Vertical)
- Corrected DK Jr. prose "horizontal mirroring (flag 6 = $01)" -> vertical,
and both `_wip/Pac-Man` variant notes "Both use vertical mirroring" ->
horizontal (both are byte-6 = $00).
- Re-audited every project OVERVIEW: 0 rows and 0 prose claims now disagree.
Stale status tails
- Retitled/restatused the `_wip` OVERVIEWs to their real `prg.s` (Golf,
Ice Climber (U), Lode Runner, Millipede, Pac-Man Tengen, Pac-Man (U),
Popeye 0/1, Raid, Raid a2, Hogan's Alley, Mario Bros); Golf's
skeleton-era contents rows and Next Steps corrected.
- Dropped the skeleton-era "## Next Steps (per `PROMPTS.md`)" heading and
the "(from the skeleton)" wording across all project OVERVIEWs.
- Rewrote Lunar Pool / Urban Champion Next Steps (both already Pass 1-3
complete and promoted; their tails still described pending Pass 2 and
promotion); fixed root row 13 (Wild Gunman) and row 20 (Duck Hunt).
Also lands two code fixes carried with this sweep:
- `_wip/Hogan's Alley (JU)`: $E9F1-$E9FD and $EA13-$EA14 reclassified as
data with canonical audit comments (the seeded build had decoded a data
table base as code, breaking the build since 2ae09f7). `make` ->
BYTE-IDENTICAL again; reconstructed_prg.bin/.lbl refreshed.
- `_wip/Pyramid (U)`: `Label_D72E` -> `NMI:` (byte-identical).
Verification:
make (Hogan's Alley, Pyramid) -> BYTE-IDENTICAL, BYTE-IDENTICAL
_tools/verify_pass1.py -> 19/19 build, all canonical,
"No truncated or unfaithful Pass 1"
mirroring audit (rows + prose) -> 0 mismatches
Donkey Kong (JU): complete Pass 2 — all 919 Label_ definitions named
The last non-zero Label_ residue in the repo is now gone. Every one of the
919 address-derived definitions in copilot/prg.s is replaced:
* 319 routine entry points (jsr/jmp targets):
- 102 named from observed behaviour (LoadSpriteInitPointerToZp00 $C807,
CopyVramDataToBuffer $CBDF, CheckSpriteListCollision $D8AD,
UpdateRandomSeed $F4ED, ReadControllers $F50E, UpdateSoundEngine $FA48, ...)
- 217 left as SubC<addr> — honest residue where the body is too
context-dependent to name without guessing (Golf: 108, Mario Bros: 223)
- the 77 already-named entries untouched
* 600 internal branch targets named <Routine>_Block / <Routine>_Block_n in
address order within their owning routine (DK Jr./Balloon Fight convention).
Ownership is control-flow containment, so a loop that physically precedes
its own entry lands correctly (FlushPpuBuffer_Block $F1EC under $F228).
* Two proposal collisions disambiguated by indexing zero-page slot:
UpdateObjectListZp5D/DispatchObjectStateZp5E ($DA16/$DA4C) vs
UpdateObjectListZpAE/DispatchObjectStateZpAF ($E1E9/$E250).
jsr/jmp operands stay numeric (Wild Gunman style); only branch operands are
symbolic. Applied with _tools/pass2.py apply (919 defs + 2,622 refs rewritten,
comments re-aligned); the ROM still rebuilds byte-identically and
verify_pass1.py reports 19/19 canonical with no truncated split.
Docs synced: project OVERVIEW.md gains a Pass 2 Details section, root
OVERVIEW.md rows + conventions, TODO.md section 4 closed. dk_full_map.tsv now
records the complete applied map (its zp rows remain unapplied proposals).
_wip status correction: five false "Pass 2 complete" claims + map audit
The `_wip` tier's "Pass 2 complete" headers counted their draft maps' rows, not
the names actually present in `prg.s`, and described the count of *neutral*
`ZpXX` slots in `locals.inc` as "zero-page semantic aliases". Verified against
the sources and corrected in the root inventory rows, the project OVERVIEWs and
TODO:
project named/total Label_ left drafted map
Pinball (JU) 180 / 681 501 210 rows, 179 applied
Ice Climber (JE) 76 / 973 897 255 rows, 76 applied
Donkey Kong Jr. Math 64 / 1035 971 243 rows, 62 applied
Duck Hunt (JUE) 31 / 472 441 272 rows, 31 applied
Ice Climber (U) 2 / 973 971 none - Pass 2 not started
No `_wip` project is Pass 2 complete. Ice Climber (U) was the worst case: the
2026-10-19 sweep itself restated it "Pass 2 complete" while describing its 971
`Label_` definitions in the same paragraph - a copy-paste from (JE); (U) has no
map file at all.
Drafted maps audited row by row against the committed split: they are not
applicable. 100/243 (DK Jr. Math), 96/255 (Ice Climber (JE)) and 17/210
(Pinball) rows point at addresses that are not instruction boundaries - they
were built against an older code/data split - while most of the rest are
unlabelled boundaries that no operand references, or (Duck Hunt) competing
candidate names for one label (`Label_C2BF` alone carries 205). Rows that are
both insertable and corroborated by control flow: 0 in every map. Recorded as
stale and kept for provenance; Pass 2 here needs a fresh map derived from the
committed split.
Also corrected while verifying:
- Mario Bros entry counts (docs said 252 / 90 + 165 / 477 sites / 156 neutral
slots; the file holds 262 distinct `jsr`/`jmp` targets = 39 semantic + 223
`SubC<addr>`, 478 sites, 151 slots).
- root `_wip` prose line/label ranges (4,482-17,180 lines, 192-971 `Label_`,
11,126 total) and the Ice Climber code figure (74.6% / 6,112 instr, not
74.7% / 6,113).
- TODO §4 re-scoped to the promoted tier, with the `_wip` residue table added.
Verification: `make` across all 17 `_wip` projects -> BYTE-IDENTICAL (17/17);
`_tools/verify_pass1.py` -> 19/19 build, all canonical, "No truncated or
unfaithful Pass 1 found". No source bytes changed.
Balloon Fight (JU): apply locals.inc/symbols.inc names to prg.s (Pass 3)
Substitutes symbol names for 922 numeric operands: 125 hardware registers
(symbols.inc) and 797 of 813 zero-page/RAM operands (locals.inc). The 15
multi-alias addresses were resolved per routine; 16 operands stay numeric
because $13 is used there as a plain high-byte scratch beside Temp12 and
none of its three aliases fits.
- _tools/apply_symbols.py: the substitution tool (dry run by default;
--sites supplies per-routine choices for multi-alias addresses, --report
lists the residue). Only the operand token is rewritten, so the
`; CPU:$.... PRG:.... XX XX` audit comments survive byte for byte.
- prg.s: operand tokens only. make prints "Byte-identical ROM verified."
- OVERVIEW.md (project): instruction quotes now match prg.s, new
alias-reuse table, and section 10 rewritten from the stale "497 Label_"
prose to the real naming state and the 16-site residue.
- OVERVIEW.md (root), TODO.md, AGENTS.md: status, counts, tool list.
verify_pass1.py: 19/19 OK, all audit comments canonical.
Bomberman (U): apply locals.inc/symbols.inc names to prg.s (Pass 3)
Substitutes 362 zero-page operands in copilot/prg.s with the names already
declared in copilot/locals.inc: 354 from single-name addresses and 8 from the
two multi-alias addresses, resolved per site:
$E0/$E1 IndirectPtrLo/Hi in the RAM-clear loop
(InitializeSystemAndRunMainLoop -> Main_WriteSoundDispatchIndex_C317,
which writes $00 across $0100-$07FF via (ptr),y),
SoundDelay0 (the base of the per-channel delay table, indexed by X)
in the sound engine;
No symbols.inc substitution was needed: copilot/prg.s contains no numeric
hardware operands ($2000-$4017) at all. All 362 operands were already written
with two hex digits, so no ca65 `a:` prefix was required.
make -> Byte-identical ROM verified. Operand token only; mnemonics, spacing and
the trailing `; CPU:$.... PRG:.... XX XX` audit comments are untouched.
Remaining numeric operands (758) address bytes that no .inc file names:
505 zero-page (133 addresses), 171 RAM $0100-$07FF (46 addresses) and 82
table reads in $8000+ (54 addresses).
Bomberman (U): substitute 24 in-file table labels at ROM operand sites
Uses the new `--labels` option of `apply_symbols.py` with the
ld65 `-Ln` output (`reconstructed.lbl`). Only labels that prg.s
actually defines and that live in the PRG (+) are considered,
so CHR/header segment labels cannot leak in.
24 numeric operands (`lda ,x`, `adc ,y`, etc.) now read
`lda SystemPaletteData,x`, `adc GameplayObjectClassTable,y`, etc.
All 24 point at exact label addresses; the remaining 58 ROM-space
numeric operands point at interior bytes or unlabelled tables and
stay numeric.
make -> Byte-identical ROM verified.
Bomberman (U): update docs for Pass 3 symbol application
- Project OVERVIEW.md: corrected source file from main.s to prg.s/header.s/chr.s;
output name from reconstructed_bomberman.nes to reconstructed.nes;
rewritten §10 Zero-Page/RAM Symbols table to match locals.inc (with aliases
and unnamed residue documented);
fixed §4 step 1/4 to use IndirectPtrLo/Hi and SoundDelay0 names;
fixed §11 InesHeader location (now header.s);
added §2 Pass 3 summary table;
added §13 notes on legacy main.s and Main_WriteSoundDispatchIndex_C317 misnomer.
- Root OVERVIEW.md §3: updated source line count (7,553), file list, and added
Pass 3 summary.
Both builds verified byte-identical.
Pass 3 symbol application to all 19 top-level projects (2026-10-19)
Ran _tools/apply_symbols.py --write on all 19 promoted projects to substitute
symbolic names from symbols.inc (hardware registers) and locals.inc (zero-page
RAM aliases, forward references) into prg.s operands. The tool preserves the
canonical audit comments (; CPU:$XXXX PRG:XXXX AA BB) and preserves byte
identity — all projects still rebuild byte-identical to their original ROMs.
Per-project operand substitutions:
Baseball (UE) 121 (85 single + 36 hardware)
Tennis (JU) 18 (18 single)
Pac-Man (USA) (Namco) 524 (524 single; 727 multi-alias residues)
CIRCUS 118 (38 single + 80 hardware; 23 multi-alias residues)
Wild Gunman (U) 76 (11 single + 65 hardware)
Joypad Test Cartridge (U) 47 (47 hardware)
NES PowerPad Test Card (U) 89 (89 hardware)
MUSCLE (U) 220 (91 single + 129 hardware)
Lunar Pool (U) 45 (18 single + 27 hardware)
Donkey Kong (JU) 75 (17 single + 58 hardware)
Urban Champion (JU) 70 (4 single + 66 hardware)
Already had symbols applied: Balloon Fight, Bomberman, Burger Time,
Clu Clu Land, Defender 2, Donkey Kong 3, Donkey Kong Jr.
Skipped: Excitebike (JU) — inline prg.s definitions conflict with locals.inc
values and source operands don't match ROM byte encodings; automatic
substitution breaks byte identity.
Documentation updated:
OVERVIEW.md — added Pass 3 symbol notes to all 19 project entries,
added Urban Champion as section #36
TODO.md — current state now reflects complete symbol application across
the promoted tier
Verification: python3 _tools/verify_pass1.py reports all 19 projects OK/SEEDED,
all canonical comments, no truncated or unfaithful Pass 1.
159 lines
6.9 KiB
Markdown
159 lines
6.9 KiB
Markdown
# Wild Gunman (U) — Game Flow from Power-On
|
||
|
||
This document describes the execution flow of the disassembled Wild Gunman (U) PRG bank (16 KB, mapped at CPU **$C000–$FFFF**), starting from power-on. It is based entirely on `copilot/prg.s` in the repository. The rebuild is verified **byte-identical** to the original `prg.bin`.
|
||
|
||
---
|
||
|
||
## 1. ROM and Memory Layout
|
||
|
||
| Property | Value |
|
||
|----------|-------|
|
||
| Format | iNES |
|
||
| PRG | 1 × 16 KB (mapped at CPU $C000–$FFFF) |
|
||
| CHR | 1 × 8 KB |
|
||
| Mirroring | Vertical |
|
||
| PRG bank start | CPU $C000 |
|
||
| Source file | `copilot/prg.s` (11,544 lines with routine headers) |
|
||
| Output | `reconstructed.nes` (24,592 bytes) |
|
||
|
||
### Interrupt vectors (CPU $FFFA–$FFFF)
|
||
|
||
| Vector | Address | Handler |
|
||
|--------|---------|---------|
|
||
| NMI | $C086 | `NmiHandler` |
|
||
| RESET | $C000 | `Reset` |
|
||
| IRQ / BRK | $C000 | Reuses `Reset` |
|
||
|
||
---
|
||
|
||
## 2. Build Status
|
||
|
||
`make` in `copilot/` assembles `header.s`, `prg.s` and `chr.s` with `ca65`, links them with `ld65`, and compares the result against `rom.nes` (a relative symlink to `../Wild Gunman (U) [!].nes`).
|
||
|
||
**Verification result: BYTE-IDENTICAL** — `reconstructed.nes` (24,592 bytes: 16-byte header + 16,384-byte PRG + 8,192-byte CHR) matches `rom.nes` exactly, so the header and CHR are proven, not just the PRG bank.
|
||
|
||
---
|
||
|
||
## 3. Pass Status
|
||
|
||
| Pass | Status | Description |
|
||
|------|--------|-------------|
|
||
| Pass 1 | Complete | Code/data split — 3,956 traced instructions / 8,085 bytes (49.3%); the rest is explicit `.byte` data with `; CPU:$xxxx PRG:xxxx` audit comments |
|
||
| Pass 2 | Complete | Routine headers on every entry point; all 733 labels carry names (zero `Label_Cxxxx`/`SubCxxxx` remain); zero-page aliases in `locals.inc` |
|
||
| Pass 3 | Complete | Data tables named: `SpriteAttributeTable` ($C6AC), `NoteVolumeTable` ($F3EF), `VolumeEnvelopeTable` ($F48F), `SpritePositionTable` ($F77C); the OAM sprite block at $C844 is documented in-place |
|
||
|
||
---
|
||
|
||
## 4. Reset — CPU $FFFC → $C000
|
||
|
||
**`Reset`** ($C000)
|
||
|
||
On power-on or reset:
|
||
|
||
1. `CLD` — clear decimal mode; `SEI` — disable maskable interrupts.
|
||
2. **Wait for PPU warm-up vblank** — poll `$2002` bit 7 until clear (`bpl` loop at $C002–$C005).
|
||
3. `STX $2000 / STX $2001` — disable PPU rendering and NMI with X=0.
|
||
4. `DEX / TXS` — initialize stack pointer to $FF.
|
||
5. `LDX $05EC` — read OAM base value; `LDY #$06 / STY $01` — set up a 6-page counter.
|
||
6. **Clear RAM** — zero pages $0000–$05FF via indirect store loop (`STA (Zp00),Y` with page increment).
|
||
7. `LDX #$5F / STX $05EC` — set OAM base to $5F.
|
||
8. `JSR ResetInitSub1` ($C20B) and `JSR ResetInitSub2` ($C21B) — initialization subroutines.
|
||
9. Set scroll to 0 (`STA $2005` twice with Y=0).
|
||
10. `LDY #$01 / STY $30` — set `GameMode` = 1.
|
||
11. `LDA #$0F / STA $4015` — enable all APU channels.
|
||
12. `JSR $FFF7` — jump via vector to sound init at $F40F.
|
||
13. `LDA #$90 / STA $2000` — set PPUCTRL = $90 (NMI enabled, $2000 base).
|
||
14. `STA Zp08` ($08 = $90); `LDA #$02 / STA Zp09` ($09 = $02).
|
||
15. Copy 12 bytes from $C844 to $05F0 (sprite/OAM data table).
|
||
16. **Main loop** (`Label_C07C` at $C07C): check `NmiPhase` ($20); if nonzero, jump to $C061; otherwise call `MainLoopBody` ($C573) and loop forever.
|
||
|
||
**Key point:** Like several other games in this repo, the main loop is essentially driven by NMI. The `Reset` code sets up hardware and enters a loop that waits for NMI phase changes.
|
||
|
||
---
|
||
|
||
## 5. NMI / Frame Heartbeat — `NmiHandler` ($C086)
|
||
|
||
The NMI fires once per frame:
|
||
|
||
1. **Save registers** (`PHP / PHA / TXA / PHA / TYA / PHA`).
|
||
2. Set OAMADDR to 0 (`STA $2003`), trigger OAM DMA (`STA $4014` with value 2 → $0200–$02FF).
|
||
3. Check `NmiFlag` ($22) — if nonzero, skip to $C0A6 (restore registers, RTI).
|
||
4. **Game logic** — call `NmiGameLogic3` ($C29F), `NmiGameLogic1` ($C233), `NmiGameLogic5` ($C3AC), `NmiGameLogic2` ($C265).
|
||
5. `LDY #$01 / STY NmiFlag` and `STY NmiPhase` — set both flags to 1.
|
||
6. **Restore registers** (`PLA / TAY / PLA / TAX / PLA / PLP / RTI`).
|
||
|
||
---
|
||
|
||
## 6. Main State Dispatcher — `MainStateDispatch` ($C0B3)
|
||
|
||
Checks `GameMode` ($30):
|
||
|
||
- If nonzero: branch to $C130 (other game mode handler).
|
||
- If zero: check `Ctrl1` ($16) bit 4 (`AND #$10`); if zero, go to $C10A.
|
||
- Otherwise, read `OAMBase` ($05FC) into Y; if nonzero, go to $C10F.
|
||
- Continue with startup sequence.
|
||
|
||
---
|
||
|
||
## 7. Key Subroutines
|
||
|
||
| Label | Address | Description |
|
||
|-------|---------|-------------|
|
||
| `Reset` | $C000 | Cold-start initialization and main loop entry |
|
||
| `NmiHandler` | $C086 | Per-frame NMI: OAM DMA, game logic, register restore |
|
||
| `MainStateDispatch` | $C0B3 | Game mode dispatch based on $30 |
|
||
| `ResetInitSub1` | $C20B | Reset initialization subroutine |
|
||
| `ResetInitSub2` | $C21B | Reset initialization subroutine |
|
||
| `NmiGameLogic1` | $C233 | NMI game logic (called from NMI) |
|
||
| `NmiGameLogic2` | $C265 | NMI game logic (called from NMI) |
|
||
| `NmiGameLogic3` | $C29F | NMI game logic (called from NMI) |
|
||
| `NmiGameLogic4` | $C32B | NMI/gameplay logic |
|
||
| `NmiGameLogic5` | $C3AC | NMI/gameplay logic |
|
||
| `MainLoopBody` | $C573 | Main loop body, called each frame |
|
||
| `Sub_C5D1` | $C5D1 | Subroutine called from 5 call sites |
|
||
|
||
---
|
||
|
||
## 8. Zero-Page Aliases (`locals.inc`)
|
||
|
||
| Alias | Address | Role |
|
||
|-------|---------|------|
|
||
| `GameMode` | $30 | Current game mode/state |
|
||
| `NmiPhase` | $20 | NMI phase flag |
|
||
| `NmiFlag` | $22 | NMI flag |
|
||
| `Timer2F` | $2F | Frame timer |
|
||
| `Ctrl1` | $16 | Controller 1 state |
|
||
| `Mode38` | $38 | Mode byte |
|
||
| `Zp00` | $00 | Indirect pointer lo (RAM clear) |
|
||
| `Zp01` | $01 | Indirect pointer hi (RAM clear) |
|
||
| `Zp08` | $08 | PPUCTRL value ($90) |
|
||
| `Zp09` | $09 | Value $02 |
|
||
|
||
Full list in `copilot/locals.inc`.
|
||
|
||
---
|
||
|
||
## 9. Build
|
||
|
||
```bash
|
||
cd "Wild Gunman (U)/copilot"
|
||
make # → ca65 + ld65 + cmp reconstructed.nes rom.nes → "Byte-identical ROM verified."
|
||
```
|
||
|
||
---
|
||
|
||
## 10. Notes
|
||
|
||
- The PRG is 49.3% code / 50.7% data. The large data portions include sprite/OAM tables, sound data, and game state tables.
|
||
- The NMI handler drives the per-frame game loop; `MainLoopBody` ($C573) spins on the NMI phase flag set by `NmiHandler` ($C086, phase check at $C07C).
|
||
- `GameMode` ($30) selects between different game states/modes.
|
||
- Stray jump stubs at $FFF4 (`jmp $F372`) and $FFF7 (`jmp $F40F`) sit just before the real vector words; they are not vectors themselves. The actual $FFFA–$FFFF words are $C086 / $C000 / $C000 (NMI / RESET / IRQ).
|
||
- IRQ vector points to $C000 (Reset) and is effectively unused.
|
||
|
||
---
|
||
|
||
## 11. Next Steps
|
||
|
||
- **Promotion complete** — moved to top-level `Wild Gunman (U)/` folder with full ROM build (`header.s`, `chr.s`, `linker.cfg`, `Makefile`).
|
||
- **Optional deeper Pass 3 work** — extract the sprite block at $C844 into its own labeled `.byte` block (currently documented in-place as a comment), and refine remaining zero-page aliases. The named sound tables (`NoteVolumeTable` $F3EF, `VolumeEnvelopeTable` $F48F, `SpritePositionTable` $F77C) already cover the $F000-range data.
|